The second major approach to point-based graphics is point sample rendering [1]}, where points are rendered as one-pixel splats generating a sparse image of the scene.
Using iterative [2]} or pyramid-based [1]}, [4]}, [5]} hole-filling approaches, the final image is reconstructed as a post processing step.
To reduce aliasing in moving scenes, points with a similar depth value can be blended during rendering [6]}, [7]}.
It has been shown that software implementations [8]}, [7]} outperform hardware accelerated rendering through GL_POINTS [10]}.
Recently developed approaches replace traditional hole-filling techniques with deep neural networks to reduce blurriness and better complete large holes [11]}, [12]}.
